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sundogak

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Everything posted by sundogak

  1. @Mr.Laor Is it possible to do that, yes. The links for the cache file method can be used for other things like you are suggesting whether it is a cache file or an XML file. So basically you do for the data folder what is suggested for the image cache folder. Will it speed things up for the edit menu issue you are experiencing...my guess is likely not to level to correct the significant delay you are seeing. I have used this tool in the thread for my cache on the SSD and does improve responsiveness of scrolling and image generation but you still have the overhead of LB program, so not just tied to write/read speed of SSD. During the beta 11 phase I was having the sluggish edit window (not near as bad as you mention, a few seconds) but went away on subsequent later betas. Although I now experience significantly more crashing of LB in 11.2 then 10.5. I had actually removed the symbolic links at one point thinking it might be causing a problem (it wasn't). In the end, easy enough to give it a try with with backup of your LB data folder first. But don't think you will see an improvement to the level you are hoping simply with the data files housed on the SSD. @Fredyyy Depends on what you are trying to achieve and where seeing performance choke point. I just wanted boost to scrolling performance and with the cache of images that fits the bill with how setup in the original post. If you have tons of space on your SSD then that is easier then the symbolic link and you get overall program benefit of SSD performance. Some quick testing on my setups though didn't indicate it was worth eating up SSD space (other than cache) and I preferred keeping my "game drive" completely independent of C: drive where possible (~20,000 game setup). Plus, even with the emulators and ROMs on another drive your images and videos for LB are now on your SSD (not just the cache files). Those can grow be pretty big (~ 0.5 TB on my setup). So my take is try it with the cache on SSD and see if that is suitable for needs. It is quicker/easier to setup and if change mind easy enough to remove the symbolic link and go with full SSD install.
  2. Yep, if use the first example with -flop command it will work with DSK format. I actually don’t use the zipped files in my build either since I cannot use AppleWin as alt emulator.
  3. Assuming you have your path pointing to your software folder in your mame.ini rompath: the -sl4 phasor is optional. I added that so it would use that soundcard versus mockingbird apple2ee -sl4 phasor -gameio joy -flop1 Alternatively, if you have the "use file name without file extension or folder path" checked then the command is as follows (drops the flop command): apple2ee -sl4 phasor -gameio joy The advantage of this method is MAME will load a zip file from a proper MAME software list set that has two disks inside the zip automatically into flop1 and flop2 drives.
  4. @cleverest You actually no longer need to use an AHK script because LB can now pass the romfile variable. Point the emulator to the Future Pinball.exe or if using BAM to the FPLoader.exe and use this under the default command line: /open %romfile% /play /exit So yes FP works on 11.2 although you cannot use the pause screen due to exclusive screen use. LB controller mappings do work for exiting tables.
  5. There was another thread that indicated 0.222 was updated relatively recently. Unfortunately, you cannot tell by file version. I have also found in at least in two cases on my system that I have had to do a force metadata update. For whatever reason the MAME XML file wasn't getting updated even though other metadata info was fine. So I take as precursor practice before MAME import to just do a force update to be sure using most recent version.
  6. Unfortunately, you have to place them unzipped in the corresponding LB image folder path. I wish that feature was available. Not sure it has actually been on the polls either as a "wish" feature. However, LB will match them automatically since LB will match off the ROM name. So as you noted the only way at moment is unzip and copy over to your appropriate LB image directory and then hit refesh.
  7. You shouldn't have to check the "extract" ROMS before running option if using RA (and with most emulators) regardless of if it is zipped or not. LB will manage zipped or not. I would try with that option unchecked. Other than that may try re-zipping the files to make sure not an issue with the archive.
  8. It also works with the Exit key combo and via the Exit menu (via Pause menu). I don't have anything anymore in the running AHK tab after finding it works for both.
  9. @Shawns_arcade Edit the FX3 emulator. In the last tab put this script in the Exit Autohotkey Script. Whatever you put in LB to exit a game (controller combo) will then exit the table. This will issue an ALT-F4 command to exit just FX3. Send {RAlt down} Sleep 50 Send {f4} Sleep 50 Send {RAlt up}
  10. Just click in the window and then use Ctrl-A on your keyboard. It will highlight/select all the items in that window. Or use your mouse to select them (click first item, hold shift key, then last item and will highlight all). Once they are highlighted then hit delete key and they are deleted (or then use the right click, delete will now be option). Again make sure you have the option to also delete the roms unchecked or it will not only remove from LB but also physically delete the ROMs.
  11. If you used the MAME full importer tool you can remove all the MAME games and do another import and not choose to import those game types. Keep in mind that if do that any modifications you made beyond the "standard" import playlists and edits will be lost. Make sure you don't have the "delete roms" option turned on in LB when do this. Safest option is to sort by Genre in LB and delete based on that. Most of them are under "Casino" type games as I recall. Can either use the Tools Audit feature or go in LB to the top left drop down box and select "genre" and will show the various types of genres you have. Then just make sure you are under the Arcade platform when viewing/removing.
  12. @KrazygKeep in mind that you can put the images in whatever LB image category you want. What I described above is just what I decided to do for various reasons and based on the theme and priorities I had setup. Like Retro808 mentioned, whatever you decide, they get put in the Pinball FX3 image directory (see snap below). For example, in my download you may decide you prefer the Backglass images to be in Arcade - Marquee versus where I had them in Screenshot- Game Title. In that case you would place them in Arcade-Marquee. You may also prefer to use the "docklets" as your Clear Logo. You would just place those in Clear Logo. LB doesn't have pre-defined image categories that fit in all cases for Pinball. So at some point you just plop them wherever you feel makes sense for your setup. My main goal was I wanted to keep each image type separate so I could use the LB audit feature to see what images I was missing and if changed my mind later could easily move them in mass.
  13. Go into your MAME.ini and check your settings that video is set to opengl: # # OSD VIDEO OPTIONS # # opengl or d3d video opengl The other option if that doesn't work is to try this instead of opengl: soft That uses the software renderer which isn't as fast/comprehensive as other options. Note that Retroarch MAME core only uses software rendering which may be why works on that. Other than that, verify your graphics drivers are updated.
  14. Yeah, if you haven't activated the cabinet code from them none of the above will work. As to the XML those go in the LB platforms directory: ...LaunchBox\Data\Platforms I would make a backup of your existing Pinball FX3.xml file if you have one in case you decide to use the one you had instead. The XML is optional and you can use the media without it but has all the metadata I could find and links to the PXP files. Note the XML attached below has paths to default Steam FX3 directory in C: drive. I realized the one I attached in the media pack was pointing to my Steam folder on my D: drive which wouldn't work for most folks. Pinball FX3.zip
  15. @KrazygIf you have the cabinet code then it will launch directly into that table if setup in LB correctly. Screen snap your setup for the emulator and one table, so it will easier to spot issues. The main thing is to double check the entries like noted in above post (particularly that underscore in the table launch command, best to copy paste that in). You also need to be pointing LB the PXP files which are not always obviously named.
  16. You can’t. They are fixed and there is no option to hide or add. I think it was 10.5 where quite a few more columns were added. The priorities option does dictate what shows up in the column header, but you cannot do anything to the layout itself.
  17. The typical options will be drop down feature as well (although can type in anything you want in field). Are you saying it isn't working in LB by saving in the Play Mode field, or just not showing whatever you put there in the theme?
  18. Echo above. Start small, download a few tables of interest to you directly from the pinball sites, preferably ones that are recently updated. I would also stick with VPX table versions initially versus VP9 and older until you get working VPX setup. Once you get a few tables working you can "add on" features as you feel comfortable and get more tables. Downloading mega packs and expecting them to work is recipe for frustration. You have everything from single screen desktop setups to full on cabinets with all the bells and whistles. In my travels, I found this guide by Major Frenchy and although it appears a bit overwhelming at first if you skip the "B2S backglass" and "DOF" sections (cabinet setups) it has some useful information. Some links may be outdated but the info itself is still relevant. Simplistically, 1) install VPX all in one installer linked above 2) install VPinMAME 3) Get current set of VPinMAME ROMs. The spreadsheet I linked above actually has links to tables, and their corresponding ROMs (not in all cases) so again, download a table, and a ROM and see how things go. If the addiction kicks in, then you go to the flashy, cool stuff of all the bells and whistles which is really the sky's the limit. A lot of creative people have made additional features like that enhance the whole experience (PUP Packs, Cabinets, multiple screens). But you have to have the main setup working first. visual-pinball-complete-guide.pdf
  19. It is a limitation of the LB DB and what LB application synchronize. You can assign the number of players manually and will show in your theme. But if you update from the LB DB and the number of players is more than 1 in the DB it will just indicate multiplayer in locally in LB. So no fix other than manual and then making sure not to update from DB for that field (it will over write it back to single/multiplayer). On the age issue, I assume you are talking about the rating such as Everyone, Teen, etc. Those import fine locally to LB so you should see whatever is in the LB DB if you update the game (assuming you tell LB to over write the metadata).
  20. It uploads your ratings and pools with others for total "community" score. It doesn't alter the score you assign locally, just the community aggregate.
  21. Interestingly, I tried a completely vanilla install of LB 11 Release using all LB defaults to my C: Drive SSD (User directory), no media, or platforms installed. It is throwing similar errors about paths that were on my G Drive. I am on Windows 10 Pro 2004 edition (which has been a headache for other things). This debug log is from simple open, and then close of LB (no edits, actions, etc) Debug 2020-07-06 12-22-56 PM.log
  22. @Jason Carr LB and all media/games are on a local "G Drive". So don't see any permission /path issues, particularly for media since that is being pulled direct from "G:\Launchbox\Images\ level of folder. I rolled back to 10.5 and those errors show but it never crashed on any prior LB versions and nothing has changed as far as setup or drive location. Will work with 10.5 for awhile and see if something I am no aware of altered locally. Oddly, it didn't have any issues up through 11 beta 5 and I was doing quite a bit of edit changes that would have likely triggered. So not sure it is related to the path issues in the log as far as the crashing.
  23. On the 11 release I have been seeing LB hanging on closing out an edit game window. I have been doing a lot of platform edits on Visual Pinball over the beta cycle and no issues but on the release 11 version happened within about hour of use. For release 11, maybe happens 1 out of every 30 times I do an edit but I haven't quite seen a pattern yet to say what triggers one edit to crash and another that is fine. Most of the edits have been simple game details adds and game images (manually, not via LB DB). But it is always on the close of the edit window it will hang and have to use Task Manager to kill LB process. I didn't have the logging feature on when it was crashing initially, but today I did turn on just in case. The crash log is attached when it hung up again. CRASHED _Debug 2020-07-05 12-51-49 PM.log Looking at it with uneducated eye, it appears LB is having issue with permission and path particularly related to the music playlist based on the errors in the log. It didn't seem to crash at that point for each edit immediately (i.e., error was thrown and kept on trucking). Oddly, of all the platforms I have, VP is one where there is zero music files or anything related to it in the platform. I checked the path for VP and music in particular and it is set to default empty folder that LB generated initially. I haven't moved anything as far as paths so not sure anything changed there. Anyway, not sure if the log will help but will see if can figure any pattern on when happens. Thanks.
  24. Glad you got it sorted. I guess I missed the question since you referenced ROM import and your screenshot shows that as well. You still could have skipped the ROM.ZIP step though. If using framefile and batch file combo you just import into LB the framefile as a "ROM" (or Batch file if hard coding them) by telling it at the import point to look for TXT file (or BAT). You don't have to go back in that case and redo all the launch paths. So all my framefiles are in one directory. I pointed LB to import those as the ROM import, you then do the DB matching like you noted above, etc and done. No going back to alter the launch path/commands. On the DB side, ultimately, unless someone has input an alternative name in the LB DB then there is no way for LB to know what to link to without manual search (as you found). After the MAME Full Set Importer feature was added in LB, there was some users adding in alternative names to MAME/Arcade games. Thus, LB was better able to link to the actual game title. But even that isn't full proof in that MAME can change ROM names on occasion.
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